Table 2. List of the gameplay events and the percentage of each odour mixed together and delivered to the participanta.
Event | Odour 1: Forest | Odour 2: Smoke | Odour 3: Rotten | Odour 4: Dank |
---|---|---|---|---|
Start | ||||
Start next to car | 0 | 0 | 0 | 0 |
Forest Walk | 100 | 0 | 0 | 0 |
Swamp | 80 | 0 | 0 | 20 |
Horse Sculpture | 60 | 0 | 40 | 0 |
Forest Walk | 100 | 0 | 0 | 0 |
Fire/Smoke | 20 | 100 | 0 | 0 |
Near House | 20 | 20 | 0 | 0 |
Hallway | 0 | 0 | 0 | 0 |
Kitchen | 0 | 0 | 10 | 0 |
Casserole | 0 | 0 | 100 | 0 |
Kitchen | 0 | 0 | 10 | 0 |
Fridge | 0 | 0 | 10 | 0 |
No odour | 0 | 0 | 0 | 0 |
Fireplace | 0 | 20 | 0 | 0 |
Basement | 0 | 0 | 0 | 60 |
Water | 0 | 0 | 0 | 100 |
Rotten head | 0 | 0 | 100 | 100 |
All off | 0 | 0 | 0 | 0 |
Finish |
aPercent of each odour refers to the percent of airflow contributed to by the saturator (containing the odour headspace) for that individual stream of the olfactometer. Individual streams of the olfactometer are combined prior to delivery of a combined smell across all streams.